Third person Template : work in progress
Photo by Jazzmasterson

Some quick news about the current progress of the template :
I am completely rewriting it.

As I was adding new features to the template, I noticed that it became hard for beginners to understand and update it themselves later.
The 2.49 version of blender introduced a lot of things that can improve the template.
I want that template to be effective, light, a good learning resource for the beginners, compatible with 2.49 and making the best use of it.

Here is a bit of what I want to modify/improve :

  • I want to make a better use of objects’s properties, global dictionary, and messages.
  • There is no need for a message actuator anymore : sendMessage(subject, body, to, from) is what I was expecting.
    I will use it to clean the armature control system.
    I want to ‘disconnect’ a lot of objects and make a wide use of messages.
  • The new ‘Tap’ sensor’s option will help a lot. No need for extra property to check if a key was pressed/released or not.
  • There is this new « Sensor » object type that can help for getting rid of those extra rays that are checking if the player is grounded or not.
  • I wanted to clean my scripts : I needed to learn a bit more of programming,, make a better use of functions, etc…
  • I would like to add GLSL visual effects

Links :

Coming soon

Third person template for the Blender Game Engine

// This page is avaible through the following link : www.bge.aandria.com //

Description |  Features |  Screenshots |  Download |   Credits |  Controls |  Level Submission |  Support


Game Blender is a sub-application of Blender, the popular open source 3D application, used to make games using Blender.
The Blender Game Engine is growing fast and is now one of the best prototyping tool available (pre-production, short demos).
It is free and open source, appropriated for the development of indie games, and benefits from a strong and fast-growing community.

That template that I have developed and released really makes it easy to produce a quick and cost-effective materialization of your ideas.
If you have any doubt about its possibilities, please consider downloading and giving it a try.

News

11.04.2009
The AAA Game Company Twilight 22 project to Develop BGE Into A Full Production Game Engine chose the 3rd person template to build out their game further.

This news is really exciting because the (very talented) team members and I will work together to contribute to the future of that template, push it a step further and make it available for the community.

Until then, you can already enjoy the current version that brings a lot of new features.

Using the Blender Game Engine as a prototyping tool

The Blender Game Engine is the perfect prototype or even full production toolsf for commercial Indie games (platformers, casual games, etc…).

Features

  • All in one package (model / sculpture / texture / animation / scene / logic editor)
  • Cost-effective (fast and easy to use, that means quick prototyping and feedback, gain in terms of productivity)
  • Bullet physics engine
  • Reliable modeling/texturing tool
  • Strong community (support, help, feedback)

The Blender Game Engine can also be used for :

  • educational software with interactive 3d- to learn chemestry, physics etc
  • architectural visualizations
  • simulations for TV news
  • military projects – simulators
  • small 3D visualisations
The Third person template is perfect for :

  • platformers
  • adventure games
  • action shooters
  • rpg

Hire me

If you are interested in a better insight into the use of this game engine template for prototyping your or your clients incoming projects, don’t hesitate to contact me. This includes character designs and illustration requests. I am also available for remote work.
Apart from working with the Blender Game Engine, I’m a published writer, illustrator, character designer, and consultant in creativity.
And, you know what?

Educational resource

I have developped and released that Third person template for the benefit of indie developers, and the Blender community.
It is intended for both beginners to use for educational purposes (logic basics, introduction to Python, flexible settings control…) and advanced users as a production tool.
I hope it will help artists to continuously push themselves to create more creative and complex work.

Note : The graphical aspect was not the main objective of this template’s development process.
The character and platforms are just used to provide a working example : neither modeling/texturing nor animation was polished.
Also, this is a work in progress so a lot of things can still be cleaned and improved (scripts, logic bricks).
Please take that in consideration.

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Hi,

here is a 3rd person adventure template for the Blender Game Engine that I started developing one month ago.
It is intended for beginners like me to use for educational purpose, but I also would be glad to see great games made from it.

I must add that I only discovered Blender in november and the Game Engine (+Python) in january so you may find that some things should have been made another way.
It’s a basic template, please add your own improvements.
I got much help on my thread, especially PhilB who really worked a lot on it.
Thanks to the people who contributed by submitting a script or answering some of my questions.

Please see .blend for credits.

ps : Don’t touch the red platforms.

DOWNLOAD

 

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d e s c r i p t i o n

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Features

  • Servo motion moves
  • Mouseview : camera rotating around the character
  • Character only rotates (using mouse) when moving.
  • The camera rotates independently when movement keys are not being pressed.
  • No collision camera setup
  • Friendly names are used for sensors/controlers/actuators better understanding
  • Basic Teleporters
  • Basic Jumpers
  • Right click zoom in first-person view (+moves = Mirror’s Edge like )
  • Death state (red cube = Game over message)Red platforms will kill you -> Death State -> Game over message -> Scene restarts
  • AutoJump (can easily be disabled. Instructions in the _ReadMe)

 

  • The player becomes transparent if the camera is too close (Alpha Ipo)

 

  • States

 

Notes

  • AutoJump : you can adapt the auto jump function to your level design by changing the value of the ‘high’ sensor. (Deciding whether the auto jump is activated or not (stairs = no jump, cliff = jump)
  • If you need to append the character, go to « Group > Full_Character » and then you should be able to append all the objects needed by the character, and use it in your own file

Known issues

  • Moving platforms : I got much help on my thread to solve this issue but I couldn’t find a good method to make the character follow the platform, walk and jump on it (problem with speed) like a basic platformer (cf Mario).

Any contribution would be appreciated!

 

Requested features

Things that could be added, any contribution would be really greatly appreciated :

 

  • Ledge Hanging like in Yo! Frankie
  • Swimming state

Credits

Credits are given in the _ReadMe (Text).

If you use this template please give credit to the developers (Names are given in the resource section, including PhilB and Cray – myself).

I hope you will find it useful.

[Blender] Node Editor : Tikiko

novembre 30th, 2008

Report of the day

Introduction to :

  • Particles
  • Materials (alpha textures applied to particles)
  • Lighting
  • Toon Shader (+ edge)
  • Rendering Layers
  • Nodes Editor (Defocus, Z combine, Filters, etc…)

Composition Exercise

Tikiko_poisson

 

Index

1. Character researches
2. Character modeling
3. Character rigging
4. Eyes tracking
5. Inverse Kinematics
6. Shape Keys
7. Node Editor